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FPSC Classic Product Chat / Official FPSC Migration Discussion Thread

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Bugsy
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Posted: 1st Jun 2010 03:38
Quote: "I just wanted to announce a call to action for anyone who has large multi-level builds using custom everything and getting build failures."



that would be me, among other issues.

as of now, to build a demo, I have a very large one level build that is too much. all 7 levels of WWC would absoultely murder v116. I'll email you.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
burneriza
User Banned
Posted: 1st Jun 2010 04:06
I just thought of two features i would love to see in First Person Shooter Creator.
[b]
1. Real - Time Editor
2. Source code of game

-Burneriza
Free Web Hosting http://www.000webhost.com/310439.html
KeithC
Senior Moderator
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Posted: 1st Jun 2010 05:50
Quote: "I just thought of two features i would love to see in First Person Shooter Creator.

1. Real - Time Editor
2. Source code of game"


It took me the better part of the last five minutes....but I'm proud to say that number 2 on your list is done and ready for your enjoyment.

You can find the source for v1.16 here.

I even took an extra few minutes to put together the v1.17 source code (as it stands) here.

Yep; it was a lot of work, but I'm dedicated to your satisfaction. Please don't ask for anything else at this time, as I'm pretty spent.



-Keith
burneriza
User Banned
Posted: 1st Jun 2010 06:30
What do you mean put together because when i go there it says something about registering and checkout.

-Burneriza
Free Web Hosting http://www.000webhost.com/310439.html
A r e n a s
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Posted: 1st Jun 2010 12:12
Keith, your greatness embarrasses even the most intellectual of us

Number 1 on that list would be very tricky :/ I would say that as much of what you can do is already done. If you right click you can see the entity in its immediate environment. Granted, the environment is not incredible with the doors, lighting and shaders, but if it did have these things, then it would take some time to enter this mode. Apart from that, you couldn't really edit AI or anything else in a game... I think it would be good to add in what is found in X10 and EFX in terms of the small ingame editor feature

KeithC
Senior Moderator
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Posted: 1st Jun 2010 18:03
Quote: "Keith, your greatness embarrasses even the most intellectual of us "

Thankyou....but I remain modest.

-Keith
Nomad Soul
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Location: United Kingdom
Posted: 1st Jun 2010 18:54
Does anyone know if there is a limit to how much can be thrown at the lightmapper. Some of my maps create hundreds of lightmapping objects and I've experienced crashes in the past where the lightmapper seems to fall over.

Is this the same issue as Lee mentioned about virtual memory allocation and 2GB 32bit application limit or an issue with directx 9?

It would be great if this could be checked for v117 also.

Bugsy
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Posted: 1st Jun 2010 18:56
I try to stick under 700 object lights to calculate on 256 quality, 512 texsize.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
bond1
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Posted: 1st Jun 2010 19:04 Edited at: 1st Jun 2010 19:06
Send Lee those levels any way you can, he's asking for them!

Upload them, mail him a DVD, whatever!

Or you have no excuse for complaining about your game not building.

----------------------------------------
"bond1 - You see this name, you think dirty."
BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 1st Jun 2010 19:33 Edited at: 1st Jun 2010 19:35
Quote: "Send Lee those levels any way you can, he's asking for them!

Upload them, mail him a DVD, whatever!

Or you have no excuse for complaining about your game not building."


Lol. By the time we send Lee one of our many developments to "test" out, he will have found the problem, since mail takes forever to go from our location all the way to his location. I'd be better off to charter our CC-177 and air-drop it to him rather than use the mail.

Lee, if you happen to read this section, know that we have tried building our 10 level developments in both vanilla FPSC and with RPG mod; used a combination of stock media and custom media. One test stopped at level 6; another at level 7. We shortened the builds to only use 5 levels- it worked perfectly. Increase the builds to 7, it crashed.

We have already released four developments that contained 10 levels. The solution for us was to do two builds, then code an interface to "house" these two parts. Our client was pleased with the end result, and we are satisfied with our solution. When this build error gets fixed, that will be a bonus. However, in our current position, it is not hindering our development progress in any way, as we now have two more projects being deployed this week.

We realize that this is an issue for a lot of people. What works for us may not work for others. We wanted to let you know that we have our solution in place until it is no longer needed.

- BlackFox

bond1
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Posted: 1st Jun 2010 20:27 Edited at: 1st Jun 2010 20:56
Quote: "By the time we send Lee one of our many developments to "test" out, he will have found the problem, since mail takes forever to go from our location all the way to his location."


What, maybe a week or two at most? It's great that you've found a workaround. But the attitude of "I'll let someone ELSE get involved rather than help out myself" doesn't contribute to a solution.

Again, for anyone that is NOT satisfied with a workaround solution, GET INVOLVED. Lee is asking for you levels to help find a permanent fix, send them to him. If you suddenly decide to be complacent and vanish into the woodwork, hoping that Lee just works it out for himself, or relying on others to help out - well then you have no excuse to keep complaining about your games not building.

----------------------------------------
"bond1 - You see this name, you think dirty."
BlackFox
FPSC Master
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Posted: 1st Jun 2010 20:38
Quote: "But the attitude of "I'll let someone ELSE get involved rather than help out myself" doesn't contribute to a solution."


Hopefully you are not directing that towards us. We did find a solution, an easy solution for us. If you feel that we're not contributing to a solution, then that is your opinion.

- BlackFox

Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 1st Jun 2010 20:52 Edited at: 1st Jun 2010 20:55
I havnt had a good time to read the last few pages, so excuse me if Ive overlooked something.

@Flatlander, where u referring to me before.
If so/If not, I have posted a new thread after compile/building a 18 level game.
http://forum.thegamecreators.com/?m=forum_view&t=170920&b=21


Just for reference. From my tests, the amount of levels building was limited by the amount of lights placed and the distance of grid space used per level. Not meaning more entities/detail just referring to the portal build section.
Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 1st Jun 2010 20:55
I don't see Blackfox as complaining. Just reporting the facts. If one is doing work for clients, then it is difficult to spend time on helping -- for free -- solve the problems when it is the responsibility of TGC to fix those problems. I have spent many, many hours helping with the debugging of DBPro betas and prior FPSC betas. I say this because I feel that it is a useful endeavor to help out when one can. So I'm not saying the former in bitterness. I no longer have the luxury (time) to help now. So, if I can't have the time to help then quick work-a-rounds are necessary.

I do agree with Bond1 that if a person is willing to complain loudly and continuously about the situation then they should definitely be a part of the solution or just keep quiet.

Now that Lee is aware, I no longer have any need to comment on my dissatisfaction with the issue. It was stated and now I am satisfied that Lee is working on it.

There is also the complication of sending one's project to a 3rd party when it is the property of the developer and the client. Even if the person being sent the property has proven to be trustworthy. Lee agrees. I know because we have discussed this very same issue.

bond1
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Posted: 1st Jun 2010 21:17 Edited at: 1st Jun 2010 21:20
Blackfox, my post was not directed at you whatsoever. I'm talking about the people who are NOT satisfied with a workaround solution.

I've seen this many times before, the forum collectively complains about a bug, Lee jumps in and asks for help. And suddenly you can hear the faint sound of crickets

Instead of complaining, take 5 minutes to burn a DVD and drop it in the mail, upload it, whatever. I know for a fact Lee takes these bugs seriously for those who take the time to help out!. Making games is complex stuff, it's not realistic to expect Lee to be able to foresee every possible problem on his own.

I think it's worth repeating: Lee is asking for your levels to identify the build-game crash bug. Send them to him!

----------------------------------------
"bond1 - You see this name, you think dirty."
Flatlander
FPSC Tool Maker
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Posted: 1st Jun 2010 22:03
I think we all should leave this issue alone now. We are just simply beating a dead horse; but, as I leave this issue, I too, think it is worth repeating -- what Bond1 said,

Quote: "Lee is asking for your levels to identify the build-game crash bug. Send them to him!"


Soviet176
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Posted: 1st Jun 2010 22:57
Well uhh, I have some x10 maps that crash on me for no reason. Though I don't think that helps any. At all.

CrescentMoon
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Posted: 2nd Jun 2010 01:31
Quote: "Well uhh, I have some x10 maps that crash on me for no reason. Though I don't think that helps any. At all."


and you'd probably be right :X

I'd send a few of my levels over, but...well...I'm still making my first level xP I'm a super perfectionist when it comes to game design...

[WIP] Paranorma Chapter 1, The Forgotten Inn
Level 1 - In Progress
Hockeykid
DBPro Tool Maker
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Posted: 2nd Jun 2010 05:18 Edited at: 2nd Jun 2010 05:19
Hey guys, I just wanted to show off a new feature:



As you can see I am at the top of the staircase and the AI is aiming up at me. Basically the engine uses the entities bip01_spine1 limb and bip01_spine2 limb to bend up or down depending on its targets position. (so if I were standing below him he would aim down at me)

Anyways of course this is an option

aiusefullaim=x will turn it on and off (defaulted off). The up and down aiming will occur when airotatetotarget is called.

aiseteyelevel=x will set the eye offset (defaulted at 85) this will offset the entities aim from the floor.

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KeithC
Senior Moderator
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Posted: 2nd Jun 2010 05:41
Thanks HK! There goes my death-from-above strategy! lol

-Keith
Bugsy
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Posted: 2nd Jun 2010 05:42
that's incredible!

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
da2020
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Posted: 2nd Jun 2010 07:31 Edited at: 2nd Jun 2010 07:34
wow that is AAAWWWEEESSSOOOMMMEEE!!!
Crazy Acorn
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Posted: 2nd Jun 2010 08:25
Veey nice HK!!!

- Gorlock
defiler
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Posted: 2nd Jun 2010 09:02
Wow, cool!

This will be the best update yet!

Limitless Box studios current project: Lost Contact
Crazy Acorn
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Posted: 2nd Jun 2010 09:06
Ummm I am not sure but will the 1.17 upgrade have the Fenix Mod 3rd person script thingy???

- Gorlock
Scurvy Lobster
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Posted: 2nd Jun 2010 11:58
hockeykid: awesome feature! I have to ask if it will be available in-editor (without scripting it)?

Cyborg ART
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Posted: 2nd Jun 2010 17:56
Awesome feature!

@Lee or anyone involved, what would be required by the levels? Would it be possible with one large level with lots of lights, dynamic entities and some scripts. Then would it be possible to reuse this map over and over again in order to achieve 50 levels?

Then I can see if I could throw something "simple" together.

The Nerevar
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Posted: 2nd Jun 2010 19:41 Edited at: 2nd Jun 2010 21:19
Mod Edit: Don't be silly.
Soviet176
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Posted: 2nd Jun 2010 19:52
Looking great HK. Can't wait to see more.

Cyborg ART
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Posted: 2nd Jun 2010 21:16
@FPSCgamerguy2

Totaly un-necessary, that "sentence" is 3 times the size of my screen... please split it up so we dont have to scroll all the way to the right when we want to report abussive posts

RoxasXIII
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Posted: 3rd Jun 2010 08:01
Just wondering... With v1.17, will we be able to disable weapons, blood etc without too much hassle? I would really like to create Puzzle and Adventure games without having to buy another engine.

Too much to do with too little time.
Hockeykid
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GraPix
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Posted: 3rd Jun 2010 08:58
Quote: " hockeykid
User


Joined: Wed Sep 26th 2007
Location: Cyberspace

Posted: 2nd Jun 2010 02:18 Edited: 2nd Jun 2010 02:19 | link | toggle
Hey guys, I just wanted to show off a new feature:



As you can see I am at the top of the staircase and the AI is aiming up at me. Basically the engine uses the entities bip01_spine1 limb and bip01_spine2 limb to bend up or down depending on its targets position. (so if I were standing below him he would aim down at me)

Anyways of course this is an option

aiusefullaim=x will turn it on and off (defaulted off). The up and down aiming will occur when airotatetotarget is called.

aiseteyelevel=x will set the eye offset (defaulted at 85) this will offset the entities aim from the floor.

"


THIS IS AN AWESOME FEATURE!! Thank You!
Tom10320
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Posted: 3rd Jun 2010 13:58
Hey boards, I've been lurking here for a while but decided to add my words to the list of 'hooray's and 'woohoo's that seem to be flying around.

Funny story - today I opened up FPSC and got really excited when it told me an update was available and I, being neurotic, thought it was 1.17. Imagine my disappointment when I discovered that it was getting confused and then told me that the version available for update was older than the version I had. Stupid 1.16.

You've probably seen tom10320 before. At last count the username had been used on more than 50 sites.
The Nerevar
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Posted: 3rd Jun 2010 19:05
@Cyborg ART
sorry, just excited... or I fell asleep on my keyboard.


any way, I think FPS creator x9 is more popular than x10!
Shadowtroid
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Posted: 3rd Jun 2010 22:49
Quote: "any way, I think FPS creator x9 is more popular than x10! "


That doesn't take much skills, to be honest.

FPSC X9 has easily gotten more attention than X10.

CrescentMoon
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Posted: 3rd Jun 2010 22:54
This is getting exciting ;3

[WIP] Paranorma Chapter 1, The Forgotten Inn
Level 1 - In Progress
Tombsville
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Posted: 3rd Jun 2010 23:10
I saw the video on FPGC(Newsletter) where the player was actually able to interact with the environment, i.e., they player was moving a crate around with the mouse cursor.

Is this a feature that will be included in the migration?

Sorry if this has been answered somewhere else but, not being very 3d tech savy, I didn't exactly know what term to do a search for.
Bugsy
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Posted: 3rd Jun 2010 23:28
indeed, especially with all of these forum changes.

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Nickydude
Retired Moderator
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Posted: 3rd Jun 2010 23:44
Quote: "I saw the video on FPGC(Newsletter) where the player was actually able to interact with the environment, i.e., they player was moving a crate around with the mouse cursor.

Is this a feature that will be included in the migration?

Sorry if this has been answered somewhere else but, not being very 3d tech savy, I didn't exactly know what term to do a search for."


That can be done with the current version, just press the right mouse button to pick up an object.

Tombsville
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Posted: 4th Jun 2010 00:20
@Nickydude

WOW! As you can tell, I'm still pretty new at all of this but I had NO IDEA this was possible with the current version! That certainly makes gameplay more interesting!

Thanks for the info, Nickydude!
Soviet176
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Posted: 4th Jun 2010 03:54
Quick question

Quote: "UPDATE 26/03/10
A whole load of new features have been announced which will be available in v1.17 and beyond. These include water, AirMod, better multiplayer, particles, DarkVoices, and FPSC Web."


I had not seen better multiplayer before until now. Can anyone elaborate what lee or hockey kid means? what is supposed to be implemented into Mp?

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 4th Jun 2010 05:19
If TGC tried hard enough FPSC multiplayer could be made to CoD standards. I mean, it has a lot of features of CoD, namely, the bullets aren't projectiles, they're just instantly-hitting raycasts. If you slap on ironsights, recoil, and prone, and sprint, you'd have nearly all the features of CoD (except for killstreak rewards and perks, but those aren't necessary). And if we could have team-specific spawn points, instead of having a single spawn for every character, it would be much better.
Marc Steene
FPSC Master
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Posted: 4th Jun 2010 10:11
Quote: "except for killstreak rewards and perks, but those aren't necessary"


Yet extremely possible, although maybe not in multiplayer as it can be funny sometimes. Project Blue can be used detect kills you gain without deaths for killstreak rewards. Perks are very easy to implement using variables, for example, stopping power would give the player plrdmgmult=140.

Quote: "Is this a feature that will be included in the migration?"


Violent features can be toggled in an ini file, so any features FPGC receives will be in the migration.

Quote: "I had not seen better multiplayer before until now. "


Better multiplayer was on the original planned list for the migration, but was then dropped by Lee. Hockeykid I think said he may work on it if there was enough support for it.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Soviet176
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Posted: 4th Jun 2010 18:40
Quote: "Better multiplayer was on the original planned list for the migration, but was then dropped by Lee"




Pogopogo
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Posted: 4th Jun 2010 21:06
That's fantastic! Now how about releasing it?
CrescentMoon
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Posted: 5th Jun 2010 08:09
Quote: "Quote: "Better multiplayer was on the original planned list for the migration, but was then dropped by Lee""


Just wait for v1.18 to come out, we can push/extory multiplayer functionality from them there ;P

[WIP] Paranorma Chapter 1, The Forgotten Inn
Level 1 - In Progress
Zay
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Posted: 5th Jun 2010 10:11
I just can't wait for 1.17 to come
Bugsy
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Posted: 6th Jun 2010 01:21
is it possible to add the ability to fire pistols as fast as the mouse can click?

imageflock.com/img/1272671763.jpg[/img]
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Marc Steene
FPSC Master
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Posted: 6th Jun 2010 05:52
Turn the rate of fire down (or up?) in the fpe?


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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